Dali Renderer can render any object that can be reduced to a set of triangles. If the object can be reduced to a set of polygons, then this will give additional options in scene optimization or using the Open Subdiv partitioning library.
Geometry supports Multi / Sub-Object material and up to 8 texture coordinate sets per vertex. Smoothing Groups are supported. Vertex colors are not supported.
Dali Renderer is able to combine separate meshes into one large one and create a single optimizing structure for it.
Instances are supported, which allows to greatly save memory in scenes with a large number of identical objects. Instances, however, cannot be nested.
The Object Properties dialog contains a separate tab with Dali Renderer settings:
Subdivision
Contains settings for subdividing surfaces using the Open Subdiv library and for adaptively subdividing surfaces using a proprietary algorithm.
Do not optimize time intervals
Allows you to disable geometry optimization for different points in time and save as many "slices" for rendering as specified in the renderer settings. This is necessary, for example, for the ocean surface. Typically, a surface is defined by one rectangle of 4 corners, which is then adaptively divided into millions of triangles and then, using the Displacement Map, forms waves. If the displacement map changes over time within the frame, then this allows you to render waves with Motion Blur.
Deformation intervals, Transformation intervals
Allows you to flexibly control the parameters for Motion Blur for each object separately.
Geo Group
Assigns an arbitrary identifier to objects that are the members of a certain group. For example, a character can consist of several polygonal groups (or even objects) with different materials, but the same SSS settings. The Nested Dielectric mechanism will not allow the SSS beams to be traced correctly, since the beam can enter the character's body through one material and exit through another. In this case, the SSS will not correctly finish.
By assigning a non-zero GeoGroup value, the Nested Dielectric mechanism will wait at the exit from the body for the same GeoGroup value that was at the entrance. ObjectID values and the material itself will be ignored.
This allows you to eliminate artifacts (darkening) at the boundaries of different materials.